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  Click here to go to the first Rift Team post in this thread.   Thread: Conquest Feedback - Test #1 5/17/12

  1.   This is the last Rift Team post in this thread.   #196
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    Quote Originally Posted by Khelendross View Post
    Are you able to give us specifics on what was changed/added? Amary's notes just said that changes were made yesterday. She did mention the Collosi though, so hopefully thats in now. Excited about that.
    Also, Colossi were actually in the first map. They just dont show on the map right now. Doing the work to show them properly on the map is fairly low on my priority list right now.

    ~Daglar

  2. #197
    Champion of Telara Leif's Avatar
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    Quote Originally Posted by Daglar View Post
    Also, Colossi were actually in the first map. They just dont show on the map right now. Doing the work to show them properly on the map is fairly low on my priority list right now.

    ~Daglar
    Well lookee here, Herschel. We got ourselves a colossi hater.
    Last edited by Leif; 05-22-2012 at 08:26 PM.

  3. #198
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    Quote Originally Posted by Daglar View Post
    Also, Colossi were actually in the first map. They just dont show on the map right now. Doing the work to show them properly on the map is fairly low on my priority list right now.

    ~Daglar
    Ah hrm they must have been fairly off from the usual area's cause I didn't hear of anyone finding them. But I'm ok with them being unmarked actually. I'd rather they be a "optional thing". I'd like to see Rifts in there to, in the same way.
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  4. #199
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    Default Objectives.

    There are too many objectives. I understand you didn't want large areas of nothing in the zone, but it seems like the objectives you do take don't make a difference. I would remove about a 3rd of the control points and replace them with a flag that you claim for 1-5 immediate team points (based on how long it's been up) after which it disappears and will spawn at a later point. That way, there will still be locations to go to and fight over, but some will have higher priorities.

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    Quote Originally Posted by Daglar View Post
    Colossi were actually in the first map. They just dont show on the map right now
    An interesting feature would be to "borrow" and "improve" the summoning a boss for your faction from the old skool Alterac Valley in World of Warcraft

    I know that feature is still in there, i think, but no one summons them these days, doubt if many new players even know they exist now in AV

    Tie it in with crafting, let people that don't really like the zerging, eh i mean the "tactical" gameplay on the field do the crafting and building of siege engines/colossi, make Conquest a feature even non PvP'ers would like to join and contribute to the war

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    Quote Originally Posted by Slipmat View Post
    An interesting feature would be to "borrow" and "improve" the summoning a boss for your faction from the old skool Alterac Valley in World of Warcraft

    I know that feature is still in there, i think, but no one summons them these days, doubt if many new players even know they exist now in AV

    Tie it in with crafting, let people that don't really like the zerging, eh i mean the "tactical" gameplay on the field do the crafting and building of siege engines/colossi, make Conquest a feature even non PvP'ers would like to join and contribute to the war
    Nah it was taken out. Quite awhile ago, unless they put it back in. You needed to collect these items to summon him (orbs IIRC) and you can't get those specific items anymore. The code to summon the boss may still be in there though. Dunno.

    I kinda got the feeling this may work the same, but the way Daglar said it made me think the Collosi were just there and no one found them. I wonder if one is in Caer Mathos, since they said it was "important"

    I stilll like the idea of them having Caer Mathos as it is mostly on live. Still infested with undead. Clean everything out from the rest of the zone, put in a couple collosi and a few "expert difficulty" rifts, but leave it so the people need to clean out Caer Mathos to claim it (or the points inside). It seems wierd to me that they would be able to completely remove the undead from there since they are so ensconced in the area. I can get behind not having keep doors and such to slow down battles to a crawl (though I still want that at some point in Rift!) but having to remove a force to claim a castle is part of the fun, wether its keep guards or nasty undead.
    Last edited by Khelendross; 05-23-2012 at 12:27 PM.
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    Tried out the pvp in conquest, there's lots of potential and it could be really fun. Here are my suggestions:

    1. Make taking control points worth about 15 pvp kills

    Reason for this is the only reward I saw for conquest was pvp kills. While rewarding pvp kills is good and promotes pvp the problem is things will turn into zerg vs zerg pvp which is not fun. I don't enjoy running around with a bunch of people all running in different directions and right now you only get pvp credit if you tag a player (or someone in your raid does) and they're killed. The current system discourages small group play.

    2. Unnerf healing

    Sure in warfronts people have been wanting healing nerfed for faster kills so they get more out of warfronts. In open world pvp things are different, no one will like constantly running back to their group and getting ganked on the way. Unnerfing healing will increase survivability and encourage smart play.

    3. Nerf mounted speed increases

    PA mounted speed increases will be OP. Sure in pve it doesn't matter but in open world pvp the speed difference will make all the difference in the world. Think bards in DAoC.
    Last edited by Mayi; 05-24-2012 at 07:21 PM.
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    Quote Originally Posted by Mayi View Post
    Tried out the pvp in conquest, there's lots of potential and it could be really fun. Here are my suggestions:

    1. Make taking control points worth about 15 pvp kills

    Reason for this is the only reward I saw for conquest was pvp kills. While rewarding pvp kills is good and promotes pvp the problem is things will turn into zerg vs zerg pvp which is not fun. I don't enjoy running around with a bunch of people all running in different directions and right now you only get pvp credit if you tag a player (or someone in your raid does) and they're killed. The current system discourages small group play.

    2. Unnerf healing

    Sure in warfronts people have been wanting healing nerfed for faster kills so they get more out of warfronts. In open world pvp things are different, no one will like constantly running back to their group and getting ganked on the way. Unnerfing healing will increase survivability and encourage smart play.

    3. Nerf mounted speed increases

    PA mounted speed increases will be OP. Sure in pve it doesn't matter but in open world pvp the speed difference will make all the difference in the world. Think bards in DAoC.
    1. I think adding that would take away the spirit of conquest

    2. Your group is supposed to help you out and come get you, that's why the teleports are so important.

    3. I see what you're saying, and I agree, but at the same time it's available to everyone so you don't need a certain class. Bard speed in this game, not just DAOC, increases speed so should we remove that in conquest as if Bards aren't borderline useless enough as is?

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